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# System prepended metadata

title: Renegade Deuteragonist

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# Renegade Deuteragonist
## Abstract
Renegade is a secondary antagonist (deuteragonist), which task is to be a paranoid lunatic causing confusion in the Security and crew while adding spice to the round. Renegades as a secondary antagonist only have one objective - survive by any means, this means that they can must do anything possible to stay alive (even if that means they need to shoot someone).
This makes them a "grey" area, not necessarily evil but still malicious to the station functions. This would increase diversity of antagonists, create more RP situations, and make Security use better judgement while also giving more stuff to deal with using non-lethal force.
## Goals
1. Make Security (and crew) use better judgement by confusing them. As Renegades can be malicious but they're not evil, and they can be cured instead of killed.
2. Give more RP ground by having a antagonist like Obsessed, related with social interactions and psychological behaviour.
3. Making antagonists list more diverse, this is a second antagonist which is related to a cureable brain trauma (like Obsessed). Adding more spice into the round.
4. Give Antagonists a little bit more challenge, as now some crew members might be Renegades which are mostly likely armed and are not hesitant to defend themselves.
## Non-Goals
1. Create a role which is just a excuse for people to murder everyone else. Even though they're paranoid for their life, they're not murders and should not kill people for little reasons outside of their paranoia (if they deem them suspicious). Renegade is a secondary antagonist, you should not be actively engaging in evil activities.
2. Have Renegade cooperate with Security instead of being paranoid of them. They're supposed to be paranoid about EVERYONE, regardless if they cannot be valid or are not-willing to kill them. Security shouldn't just allow them walking around waving guns, as they can kill anyone who seems threating.
3. Renegade players being passive, not roleplaying their role in any way and just not caring about their massive mood debuffs due them not being paranoid. This also includes wanting to get their Paranoid Psychosis cured. This non-goal is neutered by the moodlets (for not having a weapon, for having people too close to you)
4. Actively valid-hunting the antagonists. Renegade must be paranoid about protecting himself, not going all out to kill every single one bad guy on the station.
## Content
You get Renegade antagonist (if you have it turned on in the preferances) in the midround from a Paranoid Psychosis brain trauma. Paranoid Psychosis brain trauma does next:
* Gives a "Bad Touch" quirk, Renegades as paranoid lunatics are already hating if someone stands near them for too long, as such hugging is even a bigger no-no.
* Gives a negative moodlet when you're not armed, and a positive one when you're armed. This makes them break a law of Weapon Possession which gives Security a reason to arrest them, and them a reason to evade them. There might be a non-goal #2 violation if they will get a weapon license, but weapon license is not a murder license.
* Gives a positive moodlet for wearing armor. Because there is no negative moodlet for not wearing one, its unnecassary to wear it. Wearing armor is suspicious and gives Security more reasons to arrest Renegade.
* Gives a negative moodlet if someone stands right next to you, during it there is a chance you will get nervous and your eyes start shifting nervously (which is noticeable when examined). This gives a way to determine if person is a Renegade or not without using a medical scanner, but this can be counteracted by just wearing glasses. This might break goal #2 but this only affects you if they're 1 tile away, which means you can still communicate with people, just not when they're up-close
* If someone stands right next to you for 3 minutes, you get a EXTREMELY negative moodlet and sometimes randomly jitter. This makes sure that Renegade is paranoid, and not letting people stand next to him as it can reveal that he is a Renegade as jittering is obvious.

Renegade as a antagonist only has one single objective - SURVIVE BY ANY MEANS POSSIBLE. This means that he should not hesitate when he thinks his life is in danger, and must do anything to protect it.
Due his moodlet of wanting to get a weapon, relaxed escalation rules in terms of protecting his well being, he becomes a "grey" area antagonist. While not truly evil, Renegade is malicious being problem for both Security who needs to spread their forces to catch various problems then just concentrating on pure validhunting, and Traitors who now can be surprised when their victim takes out a gun of their bag.

Renegade must be a lunatic, not behaving like normal crew members who are too protecting their lives. They must push out of the boundaries of logical and reasonable for a character. They're mentally ill after all.
## Alternatives
* Have it as a roundstart antagonist not tied to brain trauma or any kind of moodlets, instead they are just spawn with a gun and told they're paranoid and must protect themselves outside of reasonable person boundaries.
* Introducing any other secondary antagonist (deuteragonist) into the game, which would fit nicely into game's design.
## Potential Changes
If the moodlets got from Psychosis brain trauma deemed too annoying and messing with people trying to communicate with each other, they can be removed with only leaving the hints playing (the eyes shifting, jittering, and messages in chat for the Renegade.

If the Renegade objective to "SURVIVE BY ANY MEANS" are deemed too vague or confusing to the players, they can become more extended and informative. Adding "Get weapon", "Get armor" as the Renegade objectives. Flavour text can be added to tell the Renegade of how they must behave as a paranoid lunatic.

If Renegade and Security do cooperate most of the rounds which breaks non-goal #2, a negative moodlet can be added for seeing Security Officers with the messages in the chat encouraging Renegade to stay away from them.